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  1. CHaTEAU-FORT v2Original CTF map by Kurosaki Tensai This UNSC training grounds is a recreationg of classic wargames that were held on Harvest, at Corbulo Academy and even at CASTLE Base on planet Reach, where the first Spartan II's got their training. It's recreation on Requiem is meant to provide new Spartan IV recruits with the best possible training. It's name is french for Stronghold, a fitting name for this fortress above the ocean. Download link: http://www.halowaypo...19-f7eaf335c1fa LAYOUT This screenshot details the various weapons and vehicles that can be found on the map: Take note that on the end of each of purple and orange rocks, you can drop into a bush, which also features a shield that will take you back to top if you so wish. You only need to jump up. I figured this is helpful for flag runs and to limit abuse of this power position. MAP DESIGN This map started out twice as big, featuring man cannons and a neutral Wraith, but it didn't feel right, and it lacked cover. I quickly decided to make a second, smaller version focusing on infantry and power positions instead. My main goal while making this map was to imagine what a UNSC CTF training grounds would look like. So I came up with a mix of buildings and natural terrain that would feature short and long sight lines, ramps, jumps and vehicles. My main concern was to provide easy access to all areas either with jumps or ramps, thus improving the flow and allowing for enjoyable flag runs and flag defense. GAMEPLAY (CTF) The teams start on opposing sides, and usually try to rush the neutral rockets top mid. The early stages of each match are centered around gaining control of the top level of the map, then it transitions into vehicle control of the mid, yellow and green routes, thus chanllenging players to be smart about the route they choose to use to get to the opposing team's flag base. I made two custom gametypes for this map, both featuring three classes that most players like to use: DMR/Mag, AR/ Mag and BR/Mag. All three use Resupply, Dexterity, frag grenades and no armor ability. The gametypes I made for this map can be found here on my fileshare: CTF CSTM http://www.halowaypo...67-d594cdb18b22 SLAYER CSTM http://www.halowaypo...0a-9360f7f23fe2 I tested the map with various MLG gametypes but they were too limiting, so I figured I'd make my own small changes. These are meant to provide player favorites and insuring skill is rewarded more than luck: No POD, friendly fire ON. Vehicles are allowed . Initial weapons drop: Sniper rifle: 2X (120s) Rockets: 2X (150s) Plasma pistol: 2X (20s) SAW: 2X (150s i believe) Boltshots: 2X (120s) Battle Rifles: 2X on each base. (30s) Frag 'nades: 2X at yellow, green window. (Not seen on these older screenshots). (30s) Initial vehicles: Mongoose: 4X (30s) Warthog: 2X (120s) Ghost: 2X (150s) SCREENSHOTS Detailed views of the Red side of the map (Anti symetrical with the blue side): The Sniper alley is large enough for vehicles to drive through (Although it is hella risky). Sniper alley to red base. (Added ramp to the right of the jump up to red base 2. See changelog below). Jump-up to top mid form red bunker. Top mid and red bunker. For more screenshots: http://www.halowaypo...alo4/fileshare# Changelog: -After a couple games with larger lobbies, I found that the map is better suited to 6v6. It still supports 16 players for BTB Slayer, but I recommand not going over 12 fot CTF. -Changed jump-ups to ramp in each of the team's base to allow easier navigation. Players responded positively -Increased the respawn timer of Warthog and Ghost. There were too much vehicles present at one time, I hope 2 minutes will help. Will need more feedback to finetune. -Made the middle part of the map even. It was not centered, thus leaving blue team more exposed than red team. Simple fix. In the same idea of evening thigs out, I made the yellow and green flat rocks smoother for the ghost and wharthog. They used to feature a ramp-like jump. Now smoother. -Added Weak kill zones on all 4 walls to prevent abuse. -Added 2 BRs in each base so players don't run out of ammo. -Changed Green and Yellow ledge layouts, added windows on ground level, added frags in this area. -Will add bushes in front of red and blue bases for aesthetics and gameplay improvements. -Have to watch budget, it's pretty tight. (Still, no framerate issues at all, even in big parties).
  2. Gamertag: IIDragonLordII Map Name: Drill Rig Gametypes: Slayer and Regicide variants -8players recommended Discription: An oil drilling rig put in place to test for hidden oil fields within this vivid archipelago may hold the key to dominating the energy crisis. There five initial ordornance drops on the map: energy sword, SAW, Sticky Detonator, Overshield and rocket launcher. This map is not yet fully tested in regards to gameplay so feed back would be greatly appreciated. Birds eye view Fuel rod cannon on end of crane Sniper on the other crane Tower with 'rope' to main building Main building 1st floor 2nd floor Viewing deck beneath main building
  3. I am proud to introduce a 8-16 player competitive slayer map on Forge Island. This map features several powerful vehicles, jumps, aesthetics, and more! Gamertag- Trio of Kings Map Name- Compitum Gametype- Slayer (CTF, oddball, and other gamemodes coming soon) Player Amount- 8-16 Weapons on Map- Rocket launcher (Defenders), Rail gun (Attackers), Sniper rifle (Neutral) Vehicles on Map (Per Team)- 2x Ghost, Mongoose, Warthog, Scorpion, Mantis; Rocket hog (Neutral) Details- Compitum is a competitive map on the middle island of Forge Islands, and is built in a V shape. On each "end" of the V, there is a base, Attackers or Defenders. At the point of the V there is a sniper on a tower, along with a rocket warthog. This map is Forge compatible, so if you start this map in Forge, just open up the tools, press "Delete by Pallet", then scroll to the bottom and hit "Delete Everything". All the items I locked will then still be there, like the map outline and a small part of each teams' base. Everything else you can edit to your liking. Images- Download- https://www.halowaypoint.com/en-us/players/trio%20of%20kings/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=5c87d5f8-f12f-4b6e-b9d0-f01329abedeb Thank you for reading, please consider doing a map review of Compitum. -Trio of Kings
  4. Muz86

    Big Team Games

    Hi folks, Just wondering - will Big Team Slayer eventually change to include some objective game types, essentially making it like Reach's Big Team Battle? I'm finding it getting a bit tiresome, the lack of variety you have when playing with a full party of friends. Big Team CTF was really fun back in Reach - I'm hoping 343 are at least considering adding this in. Any thoughts on this? I've had a look around but cant seem to find any information in regards to it. Anyone able to point me in the right direction? Thanks guys! iMuz86
  5. Gamertag Maestro9318 Map Tesselatorium Gametype Tesselatorium Description I put this one together in an hour or two. It's called Tesselatorium, where the main battlefield is a 10x10 grid of 1x1 blocks, each at varying heights. No two neighbouring blocks are at the same height, but those diagonal to each other are. The gametype is a King of the Hill variant, and is your basic last-one-standing game; be the last one alive in the hill to win. Those who die respawn in the open silos orbiting the battlefield, and can wreak havoc on those inside. The silos are elevated, but instant kill barriers prevent players in the silos from jumping back into the battlefield. I'd recommend a minimum of six players, as anything less than that will make the round end too quickly. The blocks create a pyramid-like structure, with holes to hide in and a vantage point at the top. These files have been deleted from my file share. This topic can be deleted at a moderator's discretion.
  6. GT/Creator: TheBloodbath22 Map Name: Mammoth Supported Players: 2 - 16, Recommend: 16 Supported Gametypes: Slayer, CTF, and Flood. Description: Mammoth is the largest map I've created to date. It is somewhat an extension of "Starlight", and my vision to connect both asteroids on Impact in a creative way that pays homage to giant arenas such as Ragnarok and Exile, the two most-played maps in BT Infinity Slayer Matchmaking. Initial Ordnances: Sniper Rifle x2, Spartan Laser x2, Concussion Rifle x2, Neutral Rocket Launcher x1. Random Ordnances: Red: Fuel Rod Canon x1, 2 Pulse Grenades x1 Blue: Damage Boost x1, Sticky Detonator x1, Needler x1 Neutral: Gravity Hammer x1, Railgun x1, Binary Rifle x1 Vehicles Each Side: 2 Mechs (Mantis), 2 Ghosts, 4 Mongooses, 1 Rocket Hog, 1 Default Warthog, and 1 Banshee each. Bird's Eye Blue Side Center Opposite Side - Center Red Side And that's that! Thank you for taking a look at my latest hard work. While the Red side is at a height disadvantage, it has two paths up to the center. This map is also an opportunity to experience BTB Objective again, as CTF is supported! Download Map Here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/65bb27c4-97c0-4cae-b100-96795de8f0dd
  7. http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5bf4da22-ec96-4ab9-9599-db17b1ec3217 AGHAST “This was once more than an abandoned settlement. Duringa major fissure in the hills nearby, much of this site went with it” Shotgun – 120 seconds Rocket Launcher – 120 seconds Sticky Detonator – 120 seconds Sniper Rifle – 120 seconds (2) DMR – 60 seconds (2) Battle Rifle – 60 seconds (2) 2 Frag Grenades – 30 seconds (2) 2 Pulse Grenades – 15 seconds 3 Plasma Grenades – 15 seconds (2) Needler – 90 seconds -2 Mongooses were added, mainly for aesthetic purposes; they do have SOME use- -in Dominion, a Banshee spawns at "B"- Defenders (Red team) spawn directly in front of where the screenshot was taken, next to the giant crate, the Attackers (Blue team) spawn up the incline towards the back of the picture. Sticky Detonator spawns in the center of the map. Soft kill and kill zones are placed accordingly. The Rocket Launcher in the large building, Shotgun spawns below. Sniper spawns on second level, the mounted turret is on the third level. The man cannon sends you to the third level. Jet packs work very well on the whole map. Remember, this map is supposed to look like s***. (JK!) Reread the description at the top to understand the aesthetic value. DOMINION SCREENSHOTS (A, B, then C) (note that this is the only gamemode with a banshee; it spawns at "B") I thought it was important to not only have a height difference throughout the map, but also keep a ceiling height difference, to create different combat situations; hence the locations of all the weapons on the map. I recieved a response on a different forging website saying my map looks like it has rocks that are out of place. Remember the description at the top of the forum when viewing the screenshots. Thanks for reading and looking, and tell we what you think! - Squidkake
  8. GT: DHG The Captain(Map made by DHG MELEE) Map:Assault http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=031e7e29-1e91-4a5c-b107-72d28dc6a7b2 Game type: Slayer, Flood, Dominion, Regicide(All standard) This map is a mix of close quarters with some vertical advantages here. It has one tower with Sniper rifle for quick sniping at the center. It is filled with corridors and small towers for quick advancement on territory. On one side they a Scorpion with 2 warthogs and mongooses. There are two openings; main opening and a small back door(used for sneaking in on Flood). The main door has a shield with 2 turrets pointing directly at it. Outside the main door is a forest where there lies a warthog, a banshee and a few power weapons. Ordnance are scattered inside the base with both power weapons and common weapons for ammo. Flood spawn first outside base but later re-spawn inside the base. There are 4-5 Dominion bases. Mainly used for both Slayer and Flood.
  9. Map Title: Ironclad Download Recommended party size: 8 - 14 Gametypes: Infinity Slayer, CTF, Regicide, King of the Hill, SWAT. Storyline: After the glassing of Reach, this remnant is all that survived from the city of New Alexandria and has been drifting in amongst the asteroids that once made up the planet Reach, ever since. Hi Guys, A R C A S I U S here Ironclad is a medium sized, symmetrical competitive map created on the impact pallet. I have been working on this map for a few weeks and it has undergone countless design changes to finally be what it is. I took inspiration for this map from about 7 different maps spanning the length of the Halo series not to mention countless hours researching futuristic city designs and layouts. I believe this map stands alone in regards to originality, aesthetics and overall game play flow. My main focus for this map was to avoid creating a "box map" that seems to be the norm for a lot of forgers these days. Don't get me wrong most of these have terrific gameplay however I simply wanted to create something a bit more original and less repetitive. Note: There is a small frame rate drop in one spot IN FORGE but not in any custom games. The reason for this being that the spawns, kill zones, and capture plates are not visible in custom games. I have tested this extensively so please check the map out in a custom game. Also, the kill barriers are rather unforgiving. This is due to the fact that I have played many forged community maps that are able to be exploited due to poor kill barrier placements and combinations. As you maneuver around the map just be mindful of what logic would be considered "outside the map" and as long as you don't go there, you will not die. Also, I am the map creator although it says Q U A R l S M A. Q U A R l S M A is my old acc and I created A R C A S I U S halfway through the creation of this map. As proof, the xbox profile of Q U A R l S M A is boasting A R C A S I U S's tag. Enjoy! A R C A S I U S
  10. Hey Guys, Just wanted to get a little feedback for my map, Omission. This is the first truly quality map that I have made on Halo 4, I spent hours on it. Made a few on Reach but none of my friends are really Forgers so they were somewhat undermined. I have some friends that really love it, it is designed for Halo 4 matchmaking and I can honestly say you will not be disappointed if you decide to take a look. I'm really looking for feedback and ideas to make the map better, so if even some people could download it it would really be appreciated. Name: Omission Game-types: Slayer, Infinity Slayer, SWAT, CTF and KOTH Best with: As many players possible. Description: Symmetrical map set on a UNSC research base/laboratory that studies planetary rocks. Has some very cool aesthetics and play aspects to it, plenty of cover and a huge tactical element to it. Gamertag: xTheGreyWolfx Hope you guys enjoy
  11. Gamertag: Murphinator3000 Map: Cliff Diver Gametype: Tower of Power Description: A revamp of tower of power from halo 2. This map is for 8 - 16 players. Teams must fight to gain control of the tower to control the game. Shotguns only and turret. IMAGE URL: http://www.halowaypo...le&startIndex=0 (It wouldn't let me upload a picture)
  12. Has moved to competitive type Game Board sorry
  13. Hi eveyone ! GamerTag : SnR Zaelkyria Map : Trinity v3 Description : A small 4 vs 4 symmetrical map, for Slayer, Oddball and KoTH. Trinity • Weapons - x8 BRs ( 10s ) - x2 Magnums ( 15s ) - x2 DMRs ( 45s ) - x1 Sniper ( 150s ) - x1 Sticky ( 120s ) - x4 Fragmentations ( 15s ) - x1 Green Gun ( 120s ) - x2 Carabines ( 30s ) - x2 Plasmas ( 30s ) - x1 LR ( 60s ) - x1 Overshield ( 120s ) • Screens Overviews : Red base : Top Red : Red Backstage ( The Backstage is joining the Pit to the Top Red ) Red Pit : Red Window : Red Bridge, Red Ramp and Red Jump : Gold : Sniper : Middle ( Purple ), Overshield : Green, Sticky : Lift leading to the Middle : • DownLoad link
  14. Map Name: Soccer Arena File Share Gamertag: Salsasandro Canvas Map: Erosion Type: symmetrical Last Updated: March, 16th, 2013 Tags: soccer, sport, erosion, ball, fun, minigame, arena Supported Game types: Infinity Slayer Best Gametypes: GT Soccer Arena.Slayer download it! (Energy Swords as Start Loadout, invulnerable and infinite ammo) Intended Team Size(s): 2 to 8 Players Initial Ordnance: None Random Ordnance: None Weapons on Map: None Power ups: None Supported Vehicles: 8 Mongooses Budget: 3900 / 10000 Screenshots: Download link: https://www.halowaypoint.com/en-us/players/salsasandro/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Video Flythrough: soccer arena.MOV Map Trait Zones: No Map Description: The Players try do score a Goal with the Mongooses Additional Info: The Players Spawn on the roof of the Building. Mount a Mongoose and ride straight forward. You will spawn in the Arena. On top of each Goal is a Teleporter if you need a Mongoose again. Create also your Gametype. Invulnerability and Rockets with infinite Ammo could be also fun. There is no score system. Keep your score in mind.
  15. Gamertag: TheJudgemodalla Map: Barrows Gametype: SLAYER, CTF Description: Barrows is a symmetrical competitive map that supports Slayer and CTF. The map is made in an arch-shaped formation and has two bases. There are few power weapons on the map (Shotgun on top middle, Sniper w/ 4 bullets on bottom middle, Sticky Detonators on both sides, and Needlers in both bases. There is also one mongoose in each base for faster access to the middle. There is a turret on the upper level of each base, but have slightly blocked sight lines from the middle. There are 4 gravity lifts that will bring the player to the higher levels of the map. The map will work best with 4v4, 3v3, and 2v2. Knowing that using normal Infinity slayer and CTF on these maps will take away from its originality, I attempted at making the map and gameplay seem much more like halo 3 by making two gametypes, one for Slayer and one for CTF. The Map can be downloaded in the link below. The gametypes are also shown in the links below: Barrows: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6f353906-50a1-414d-bea5-5145734a5a56 Judge CTF: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=List&startIndex=0&details=65c381d0-bf2e-4476-baad-f1658d27b9cb Original Slayer: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=List&startIndex=0&details=b9286a76-9d88-42bf-b54f-b3e6031c3cae Hope you guys enjoy the map! Please leave feedback if you could. Fact: This map only took 2 days to create and finish.
  16. Gamertag- ShockBolt21 Version shown- 1.0 Latest version- 2.6- major improvements FILE SHARE- (http://www.halowaypoint.com/en-us/players/shockbolt21/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0">http://www.halowaypoint.com/en-us/players/shockbolt21/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0</a>) Version 2.6 gameplay video HERE. (From 3:02 to 5:14) Armored Strike is a unique, one of a kind map. It is vehicle based, and is set up to represent a UNSC Orbital Landing Craft (Blue/Attacker base) landing forces on the asteroid to attack an embedded base (Red/Defender base), within which the players spawn in every time (no random spawns across the map). This invasion-like set up makes it more realistic, and is a nice aversion from your typical arena map, with players spawning randomly and weapons and vehicles that have been scattered across the map by some unknown force. Anyway, there are a variety of vehicles in the bases, but also several opportunities for a Spartan on foot if no vehicle is available or if he chooses to go without one. The battlefield. Landing Craft on right, embedded base on left. Neutral warehouse also pictured. The battlefield is the entire empty asteroid on Impact, and rocks have been added to the plain so vehicles and spartans can use them for cover. There is also a neutral warehouse with several heavy weapons in it that can be utilized by the infantry spartans if your team has control over it. There are also several ordnance drops for the infantry, so even though your DMRs might not be too useful, players still have several options if they can't grab a vehicle. Inside the Orbital Landing Craft. (Not shown- 2 shades, one on either side of the observation window w/ 200% damage increase) There will be some intense tank battles between the scorpions, with supportive wraith fire shooting in from the red side and banshee air support flying for the blues. The warthogs will also play an important role, providing mobility, transport, and decent firepower. The mongooses can be used for transport, and the ghosts can rush in where they're needed. The team that uses their vehicles tactically will gain the upper hand. The vehicles are... Blue Base- Spacecraft: 2 scorpions, 2 banshees, 1 ghost, 1 mongoose, 1 rocket warthog, 1 gauss warthog Red Base- Embedded: 2 scorpions, 2 wraiths, 1 ghost, 1 mongoose, 1 rocket warthog, 1 gauss warthog Banshee deployment from the rear of the landing craft There are several ordnance drops with anti-vehicle weapons throughout the battlefield, with relatively low respawn times (45 to 65 seconds). This holds opposite for the warehouse weapons. The weapons in there, which are extremely numerous, have spawn times of 2+ minutes. Here are all the ordnance drops: -2 fuel rod guns, one relatively close to each base -2 rocket launchers; slightly farther from the fuel rods but not quite neutral -1 neutral incineration cannon -1 neutral spartan laser View from behind the Red Asteroid-embedded base. (Not shown- rooftop weapons rack for base defense) In this map, the more players, the merrier, with 10-16 being the optimal player count. Works with slayer, king of the hill, and capture the flag. I am not, by any means, new to forge, but this is my first online upload, so I would highly appreciate some criticism and feedback. This map, Armored Strike, can be found in the file share for my gamertag, ShockBolt21. Also, make sure to check out my latest map "Tank Superiority" for some pure scorpion combat on a significantly larger map. You can download both maps on my File Share.
  17. GT/Creator: TheBloodbath22 Map Name: "Starlight" Recommended Player Count: 10 - 16 Supported Gametypes: Slayer, CTF, Oddball, KOTH, Extraction. Description: Inspired by BT Infinity Slayer online, I decided to improvise a map dedicated more distinctly towards large-scale combat. Although close-quarters weapons are at a disadvantage here, the map has distinguished sightlines and ordnances that adjust gameplay. This is an asymmetric map with the exception of the centerpiece, which is symmetrical and upholds a Mantis. Nearly an entire asteroid of canvas map Impact is used here. I recommend CTF for the best game night, as the map was primarily designed for that gametype. Download Link: https://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/944b8beb-e4ab-4b71-a9ec-0939d183fb68
  18. shaudy430

    TheBoxes 3

    From the album: b0b is here's maps

    The boxes: designed for close quarters combat of gametypes including dominion, slayer, and "nowhere to hide" flood & gravemind. The map is titled "The Boxes", is set in Erosion, and is a 3-tier asymmetrical map. Players traverse the map from top to middle, and from bottom to middle. Due to the super close quarters, confusion is instantly begun at the start of the game. Players at the top level must find a corner and hole to drop down. Players at the bottom must find a ramp or teleporter in the middle structure or on the map's sidewalls. Bases are located at the top, middle, and bottom levels. There are many pathways throughout, and most lead directly to the where the action is. The boxes does have weapons placed throughout, most of which are to be utilized for close quarters.
  19. shaudy430

    TheBoxes 2

    From the album: b0b is here's maps

    The boxes: designed for close quarters combat of gametypes including dominion, slayer, and "nowhere to hide" flood & gravemind. The map is titled "The Boxes", is set in Erosion, and is a 3-tier asymmetrical map. Players traverse the map from top to middle, and from bottom to middle. Due to the super close quarters, confusion is instantly begun at the start of the game. Players at the top level must find a corner and hole to drop down. Players at the bottom must find a ramp or teleporter in the middle structure or on the map's sidewalls. Bases are located at the top, middle, and bottom levels. There are many pathways throughout, and most lead directly to the where the action is. The boxes does have weapons placed throughout, most of which are to be utilized for close quarters.
  20. shaudy430

    TheBoxes 1

    From the album: b0b is here's maps

    The boxes: designed for close quarters combat of gametypes including dominion, slayer, and "nowhere to hide" flood & gravemind. The map is titled "The Boxes", is set in Erosion, and is a 3-tier asymmetrical map. Players traverse the map from top to middle, and from bottom to middle. Due to the super close quarters, confusion is instantly begun at the start of the game. Players at the top level must find a corner and hole to drop down. Players at the bottom must find a ramp or teleporter in the middle structure or on the map's sidewalls. Bases are located at the top, middle, and bottom levels. There are many pathways throughout, and most lead directly to the where the action is. The boxes does have weapons placed throughout, most of which are to be utilized for close quarters.
  21. shaudy430

    Rage On The Hill 3

    From the album: b0b is here's maps

    Rage on the hill: designed for free-for-all or rvb slayer or king of the hill (up to 3 hills simultaneously). This map also works for flood and gravemind. The map is titled "Rage", is set in Ravine, and is mostly symmetrical. Players traverse the map by utilizing various manual paths, as well as one of four grav lifts on the floor. This may also be considered a "ninja" map, due to the many alternate pathways throughout. Rage does have weapons placed throughout, many of which are hidden power weapons. Hills spawn in one of the two mid-map circles, by the double grav lifts at the base ramp, on the sniper's nest, on the pyramid, and finally at the top bridge.
  22. shaudy430

    Rage On The Hill 2

    From the album: b0b is here's maps

    Rage on the hill: designed for free-for-all or rvb slayer or king of the hill (up to 3 hills simultaneously). This map also works for flood and gravemind. The map is titled "Rage", is set in Ravine, and is mostly symmetrical. Players traverse the map by utilizing various manual paths, as well as one of four grav lifts on the floor. This may also be considered a "ninja" map, due to the many alternate pathways throughout. Rage does have weapons placed throughout, many of which are hidden power weapons. Hills spawn in one of the two mid-map circles, by the double grav lifts at the base ramp, on the sniper's nest, on the pyramid, and finally at the top bridge.
  23. shaudy430

    Rage On The Hill 1

    From the album: b0b is here's maps

    Rage on the hill: designed for free-for-all or rvb slayer or king of the hill (up to 3 hills simultaneously). This map also works for flood and gravemind. The map is titled "Rage", is set in Ravine, and is mostly symmetrical. Players traverse the map by utilizing various manual paths, as well as one of four grav lifts on the floor. This may also be considered a "ninja" map, due to the many alternate pathways throughout. Rage does have weapons placed throughout, many of which are hidden power weapons. Hills spawn in one of the two mid-map circles, by the double grav lifts at the base ramp, on the sniper's nest, on the pyramid, and finally at the top bridge.
  24. Map name: Lockout Gamertag: YamaMX Gametypes: Slayer, AGL, CTF, Oddball, KOTH, Extraction File: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/23f275a9-02d7-4f21-8763-02e475a15e07 Lockout is a 1:1 replica of the Halo 2 map co-forged by veteran forger Vincent Torre (MickRaider) and myself, YamaMX. Back in January I forged the map while using Halo 2 PC as a guide, block for block. Like many, I have a passion for this map as it housed many great competitive outings and memories. Having presented the original version, it received many positive reviews and a ton of useful feedback. This is where I met MickRaider, who could sense my passion for perfection and my willingness to listen, learn and execute. Together we bounced the map up and back, each of us taking care of large chunks at a time. By the end of it all, the map underwent ten major version increments before becoming final. The goal of this remake was to faithfully reproduce Lockout; line of sight for line of sight, trick jump for trick jump without sacrificing visual fidelity in any way. While some remakes tend to re-imagine the map in order for it to work with Halo 4 settings and bigger party sizes, we wanted a true 1:1 experience that both works well for Halo 4 and stays absolutely true to the original. While the trick jumps and such were made to work with Halo 4's engine seamlessly, no liberties were taken in regards to map size. Instead we measured for days on end to re-create the scale of the original, right down to the amount of seconds it takes to fall to your death. While I could write a change log, it would likely reach a character limit... thrice. I can honestly say the map was rebuilt from the ground up, everything has been amended or changed for the better in some way, shape or form. Just some small examples in comparison to the original would be the addition of the cave itself, missing entirely from the beta build. The entire height of the map has been adjusted. Bridges that most fail to realize have slight inclines have been inclined accordingly. Every Halo 2 spawn has been faithfully reproduced. Every room has been redone from the ground up, literally. Every trick jump is included and act nearly the same way they do in Halo 2. Barrel balance. Railings flipped. Tweaks to glass. Walls shortened or extended. Line of sights amended. The inclusion of CTF, Oddball and King of the Hill with the exact hill properties right down to length, width and height. The Halo 4 exclusive addition of Extraction. Optimization of the lighting budget. I could go on for hours, literally. It is an entirely new map in comparison to the original, shaped by over one hundred hours of work and countless play tests through out. The end result is Lockout, as you remember it. The map can be found in my file share or by following the provided link. Blockout, a version tweaked for Halo 4's Infinity Slayer with Ordnance Drops and such will be available shortly via MickRaider.
  25. Gamer Tag: l0 000 people (that’s a lower case L at the front) Map: Station 07 Optional map variants: Station 07 1v1, Station 07 FFA Game Types: Slayer, KOTH, Oddball Player count: 2-6 player This is a great 2v2 map Weapons on map: -Sticky Detonator -SAW -Energy Sword This is a small map, oriented around 2v2 and FFA slayer. I miss the epic CQB moments I used to have in Halo: Reach so I created a map with CQB in mind. !PLEASE NOTE! this map will have frame rate drop if you play it on split screen. I really wanted to make a role-play style map, so I really hope you enjoy this and here goes... The Lore: Station 07 is the 7th of 10 experimental Cruiser Class Anti-Air weapons stations deployed on Requiem. It consists of one massive thermo-nuclear pivotal gun battery, crewed by a team of five men. The ammunition is too unstable and volatile for conventional reloading systems; therefore an external, manually-operated system was designed for each station. Although there are 10 stations, Station 07 is the most famous due to its hazardous location and impressive kill count, currently boasting the destruction of 3 Cruiser class, and 8 Corvette class covenant ships. Fame however, comes at a price. With Station 07's casualty rate being the highest of all stations; averaging the loss of one crew member every 3 weeks.
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